• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Archived

This topic is now archived and is closed to further replies.

Anachronism

What's wrong with this? (rotation translation problem) !!! AHHHHH!!! GRRR!

3 posts in this topic

If I want to rotate and translate my world, why does it matter which order i do them in?? I see absolutley no reason why this would matter. This is a very simple program so far, here is a description and the problem.... I have 1 large polygon that extends in every direction on the x/y axis that has a grass texture on it... Right in the middle of the screen above the green grass, i display a little black square polygon. Everything looks and works perfectly fine at this point... while using this for translation glTranslatef(screenPosX,screenPosY,-2.0f); BUT, i want a perspective view on the grass texture... So I add glRotatef(45,-1.0f,0.0f,0.0f); which at first appears to work. The grass land poly is at an 45 degree angle and all seems well. BUT when I just add this rotation, the small black polygon that was right above the grass in the middle of the screen dissapears! It''s just gone. I never change the coords of either polys, and if i use that rotation on everything, everything should still be placed where they should be correct? So why does my black poly dissapear? When I rotate BEFORE i translate, both polys show up. (the main full screen ground/grass poly, and the little black box on top) But when I do this first the controls are messed up because when you hit the up aarow key, instead of the camera moving across the land, it moves at an upward angle... when the rotate comes first though, it moves across how i want it... just the black poly is gone..... I really don''t undertsnad why the order matters so much. If I hold a block in my hand and move it towards my face and then rotate it 45 degrees, its gonna look the same to me if i rotated it 45 degrees first, and then moved it towards my face. Any ideas how to fix this? It should be simple enough. Thanks for any help I''m tired and rambling! Thanks....
0

Share this post


Link to post
Share on other sites
Rotating is turning the whole coordinate system. If you imagine a local coordinate system attach to you would the following not give the same result:
1. turn to your left and move 5 steps ahead
2. move 5 steps ahead and turn to your left
0

Share this post


Link to post
Share on other sites
quote:
Original post by Obelix
Rotating is turning the whole coordinate system. If you imagine a local coordinate system attach to you would the following not give the same result:
1. turn to your left and move 5 steps ahead
2. move 5 steps ahead and turn to your left


OK well that seems very odd. I see what your saying. But if you turn to your left and take 5 steps, or take 5 steps and turn to your left, all objects around you havn''t moved. They are still spaced apart how they were before. So Why is my second poly dissapearing when I rotate 45 degrees?

Thanks...
0

Share this post


Link to post
Share on other sites
That was a very good way of explaining that, Obelix. I wish I had someone tell me that when I was learning

if you''d just let me modify what you said. Consider now:

1. turn to your left and move 5 steps ahead and put a dot at arms length.

2. move 5 steps ahead and turn to your left and put a dot at arms length.

This is how GL works, it does things in the order you specify.

So, consider those two examples I gave. Basicly, think like the camera does not move, rather the insertion point of your objets.

turn left: glRotate
move 5 steps: glTranslate
draw a dot: glBegin... glEnd

I hope that answers it
good luck
- Andrew

Resist Broken Links - andrewrussellstudios.4nx2.comI don''t believe it! Just Great!
Another server has gone!
0

Share this post


Link to post
Share on other sites